Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Odessa: Red Dawn
Eastern Front #60
(Attacker) Romania vs Soviet Union (Defender)
Formations Involved
Romania 11th Infantry Division
Romania 1st Tank Regiment
Soviet Union 95th Rifle Division
Display
Balance:



Overall balance chart for EFDx060
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 913
Parent Game Eastern Front
Historicity Historical
Date 1941-08-18
Start Time 04:30
Turn Count 36
Visibility Day
Counters 77
Net Morale 1
Net Initiative 1
Maps 2: 1, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 87
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Rural Assault
Surprise Attack
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

With fresh troops now in the line the Romanian III Corps resumed the assault on Odessa with a surprise attack. Infantry would go forward without artillery preparation to maintain the element of surprise, and then tanks would join them to exploit their success. For the first time, the long promised German air support would actually be available as well. Unfortunately for the Armata Romana, neither the tankers nor the foot soldiers had ever practiced combined arms tactics.

Conclusion

The Romanians lost 32 tanks but managed to capture the key Karpova railway station and knock out the annoying armored train. German air support proved nearly useless, while the Romanian infantry shied away from its own side's tanks and neither armor nor infantry officers seemed to grasp that the tanks needed infantry protection. The Romanians congratulated themselves on a tactical victory, but the cost was horrific. Again.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Armored Trains: see Rule 15.2 ~ 15.22

Display Order of Battle

Romania Order of Battle
Army
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Misc

Display Errata (2)

2 Errata Items
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (2)

Why always the engineers?
Author Greg SW
Method Solo
Victor Soviet Union
Play Date 2011-06-10
Language English
Scenario EFDx060

The Romanians used the darkness to approach the town on Board 1. The plan was (since capture of the town was mandatory to achieve victory) to engulf the town with the full force before trying to clear the road. Because the Russians were entrenched and had higher morale, the plan was to wear them down some with concentrated fire, then move in with engineers to help equal the odds a little. The Romanians were lucky enough to have more than one leader with a combat bonus. The wearing down process went fairly well, though the Russians rolled incredibly well for recovery. With the one or two units they had to fire at the Romanians they managed to inflict moral checks...the only units to fail were the engineers. This made the close assaults unsuccessful. The same turn their artillery caused a one step loss on a stack with the Colonel in it...a two was rolled for leader loss and the Colonel was gone. This froze up key units to continue the attack. With artillery and counterattacks (at higher moral) the Romanian attack was stopped cold. At this point time constraints (turns left) made the Romanian player realize there was no way he could accomplish his victory conditions and he conceded.

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You Want Me to Charge Where?
Author arixius
Method Solo
Victor Soviet Union
Play Date 2016-07-26
Language English
Scenario EFDx060

Soviets are dug-in and entrenched along an east-west railroad on the east half of the board. Romanians need to keep their east-west rail clear on the west half and clear out the Soviets on the east half AND clear a town to the north. (Sigh) The Romanians must march bravely into doom. At least it will be a short game.

Romanian puny 2x10 OBA and strangled air support won't have significant affect on the dug-in Soviets so the Romanians advance and engage dug-in and entrenched Soviets with the expected results.

About a third way through the scenario it became clear that the Romanians could not win but may be able to leap in at the very last turn to a hex adjacent to the east-side railroad and squeak by a Draw. Soviets soon perceived this strategy and decided that all Romanians must meet their maker. They left their trenches and began to hunt every Romanian unit.

By the end of the first half of the game it was clear that the Romanians could not even advance to be adjacent to the railroad and resigned.

Questions:

  1. I played every road hex as a railroad. Is this correct? Or is only the east-west road a railroad?
  2. I located the armored train in a town hex (see question 1). The Soviets had the Romanian air target this hex knowing that an armored unit is (almost) impervious to direct fire thereby completely (almost) thwarting the air strikes. Was this correct?
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